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 CLICK-VR VISUALIZER
Getting started
Walk through with collisions
Adding precalculated reflection
Using automatic reflection
Using lightmaps for photorealistic lighting
Improving rendering quality and performance
 TUTORIALS
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TUTORIAL: ADDING PRECALCULATED REFLECTIION MAPS

1. Rendering the reflection map

1.1 Select the Metal Bump Shader. Open the 3dsmax Material Editor. Locate the DirectX Manager Rollout of any Standard Material. In the list box in the bottom right (see picture below) of the roll out select Metal Bump9. We only use it to render the reflection map because it offers a very handy function therefor.

 

1.2 Select the object Then locate the DirectX Shader - Metal Bump9 Rollout which has been added to the Standard Material by the last step. Press Pickobject and create at the bottom of the roll out and hit the object that you want to use as source position of the reflection. Then you will be asked for a output filename. This will rendered and save the reflection map as a cubic environment map texture (.dds). In the next step you will assign this reflection map to an object.

2. Assigning the reflection map

Now select the material of the object that you want to assign the cube map. Put the reflection map you created in the previous steps into the reflection map slot. You should now see the reflection map in the Click-VR viewport.

3. Tips and notes

If you edit the scene or the source object you will have to render the reflection map again.
You can combine bump and reflection maps to get per-pixel reflection.
You can reduce the amount of the reflection by using the blending weight in the standard material